// Use this for initialization void Start() { //references // m_player = GameObject.Find("Player").GetComponent <PlayerScript>(); //nav agent // m_navAgent = GetComponent <NavMeshAgent>(); m_anchor = transform.position; m_target = m_anchor; m_defaultSpeed = m_navAgent.speed; //viewbox // m_viewbox = GetComponent <BoxCollider>(); //state controller // m_SC = new StateContoller(this); m_SC.transition(PASSIVE); //sounds // m_staticSource.Play(); }
public override void init() { base.init(); m_SC = new StateContoller(this); m_SC.transition(OFF); m_canInteract = false; }
public override void init() { base.init(); m_SC = new StateContoller(this); m_SC.transition(INACTIVE); m_player = GameObject.Find("Player").GetComponent <PlayerScript>(); m_activeLight = GetComponentInChildren <Light>(); m_canInteract = false; lightMaterial = lightModel.GetComponent <MeshRenderer>().materials[1]; }
// Use this for initialization void Start() { //make sure the badboi doesn't spawn if the level isn't high enough if (GameManager.currentStage < m_minLevelToSpawn) { gameObject.SetActive(false); return; } m_player = GameObject.Find("Player").GetComponent <PlayerScript>(); //nav agent // Debug.Assert(m_patrolPoints.Length > 1, "Need at least two patrol points!"); m_navAgent = GetComponent <NavMeshAgent>(); //for each point, align with navmesh... foreach (Transform t in m_patrolPoints) { NavMeshHit hit; if (NavMesh.SamplePosition(t.position, out hit, float.MaxValue, int.MaxValue)) { t.position = hit.position; } else { Debug.Log("Cannot align patrol point with navmesh"); } } m_dir = -1; m_curTarget = 0; transform.position = m_patrolPoints[0].position; m_defaultSpeed = m_navAgent.speed; //viewbox // m_viewbox = GetComponent <BoxCollider>(); //state controller // m_SC = new StateContoller(this); m_SC.transition(PATROL); //start patrol // setNextPatrolTarget(); }
public void sleep() { m_SC.transition(INCAPPED); }
public override void interact() { GameManager.gameManagerSingleton.m_exitManager.hackedATerminal(); m_SC.transition(HACKED); }